Secondary grading with qualifiers & windows
Isolate and track regions with qualifiers and power windows.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- DaVinci Resolve · Baselight
- Class GUI-need label
G3· GUI-only
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.04.02.02-T01 Keep only a red umbrella in color across a moving shot
Original instruction
In DaVinci Resolve, timeline 'Rain_Sc' shot 2 (6 s, handheld) shows a woman with a red umbrella in a busy street. Using an HSL qualifier (plus a tracked window if needed), desaturate everything except the umbrella for the whole shot. Render out/umbrella.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickgeom· Precise geometryvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Per frame with GT umbrella masks: umbrella mean chroma ≥ 90% of source; background chroma reduced ≥ 70%; implied mask (chroma-retained pixels) IoU ≥ 0.85 vs GT on ≥ 95% frames; node graph (DRX) has a qualifier node. Render job must come from Resolve; scripting API disabled.
Proposed partial credit
30% umbrella saturation kept; 30% background desaturated; 30% per-frame mask IoU; 10% qualifier node present.
R06.04.02.02-T02 Brighten a face with a tracked circular window
Original instruction
Resolve timeline 'Interview_B' clip 4 (12 s, subject sways). Add a soft circular power window on the face, track it, and raise exposure inside by +0.3 stop with a wide softness so no halo is visible. Render out/face_lift.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryclick· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per frame: GT face mask gain 0.2–0.4 stop vs source; background outside 2× face bbox gain ≤ 0.03 stop; gain-map gradient magnitude ≤ 1.2× source edge gradient (no halo ring); gain centroid within 10% face width of face center on ≥ 95% frames (tracking). Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
35% face gain; 20% background unchanged; 25% tracking follows face; 20% no halo.
R06.04.02.02-T03 Shift the sky toward teal within a tracked gradient window
Original instruction
Resolve timeline 'Coast_Drone' shot 1 (drone push-in, 8 s). Using a tracked linear (gradient) window on the sky, rotate sky hue +15° toward teal and lower its luminance slightly, leaving the cliffs and sea unchanged. Render out/coast_teal.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryclick· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per frame GT sky mask: hue shift +10° to +20°; L* drop 0–6; GT cliff/sea masks ΔE2000 ≤ 1.5 vs source; window boundary follows horizon (transition band within 60 px of GT horizon) across all frames. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
40% sky hue shift; 15% sky luminance; 30% cliffs/sea unchanged; 15% window tracks horizon.
R06.04.02.02-T04 Even out blotchy skin hue with a skin qualifier
Original instruction
Resolve timeline 'Beauty_CU' shot 3 (close-up, 5 s) has blotchy red skin. Qualify the skin, and use hue-vs-hue or a narrowed hue range in that node to reduce skin hue variation by ≥ 30% while keeping the mean skin color. Lips and eyes must stay unchanged. Render out/beauty.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per frame on GT skin mask: circular hue std reduced ≥ 30%; mean skin ΔE2000 vs source ≤ 2; lips and eye masks ΔE2000 ≤ 1.5; qualifier node present in DRX. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
45% hue variance reduced; 20% mean skin preserved; 25% lips/eyes untouched; 10% qualifier node.
R06.04.02.02-T05 Neutralize a green fluorescent cast on a white wall only
Original instruction
Resolve timeline 'Office_Sc' shot 5 shows an actor before a white wall lit by green-tinted fluorescents; skin is fine. Use a luminance/HSL qualifier on the wall to remove the green cast so it reads neutral. Render out/office_wall.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
GT wall mask: |a*| ≤ 2 and |b*| ≤ 2 (from a* ≈ −8); GT skin mask ΔE2000 ≤ 1.5 vs source; edge band around actor shows no new fringe (ΔE2000 ≤ 3). Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
55% wall neutral; 30% skin untouched; 15% clean edges.
R06.04.02.02-T06 Vignette a walking subject with a custom tracked window
Original instruction
Resolve timeline 'Market_Walk' shot 2 (10 s, subject walks toward camera through a crowd). Draw a custom curve window around the subject, track it (fix drift with keyframes), and darken the outside by 0.5 stop with soft edges. Render out/market_vignette.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathgeom· Precise geometryvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Per frame: GT subject mask gain ≥ −0.05 stop; region beyond 1.5× subject bbox gain −0.4 to −0.6 stop; subject never inside the darkened zone (≥ 98% subject pixels with gain ≥ −0.1) on all frames; custom window node present. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
30% outside darkened; 40% subject protected all frames (tracking); 20% soft edges; 10% custom window used.
R06.04.02.02-T07 Change a moving car's paint from blue to red
Original instruction
Resolve timeline 'Car_Spot' shot 4 (5 s) shows a blue car turning a corner with strong reflections. Recolor the paint to red (target hue 0–10°) using qualifier plus tracked windows, keeping reflections, chrome, glass and the blue sky untouched. Render out/car_red.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP05· Time-based media- Conditions
long· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Per frame GT paint mask: hue 350–15°, chroma ≥ 70% of source chroma, L* structure correlation ≥ 0.9 (reflections kept); GT sky/glass/chrome masks ΔE2000 ≤ 2; paint-mask IoU of recolored region ≥ 0.85 on ≥ 95% frames. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
35% paint recolored; 20% reflections/shading preserved; 25% sky/glass untouched; 20% temporal mask stability.
R06.04.02.02-T08 Make grass greener in Premiere Lumetri without touching skin
Original instruction
Premiere Pro sequence 'Picnic' clip 2: use Lumetri HSL Secondary to select the grass and shift it toward a richer green (hue toward 120°, saturation +20%), refining the key so faces and the yellow dress are excluded. Export out/picnic_grass.mp4.
- Platforms
mac· macOSwin· Windows- Applications
- Premiere Pro
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
GT grass mask: mean hue moves 5–15° toward 120°, chroma +15–30%; GT skin and dress masks ΔE2000 ≤ 1.5; .prproj Lumetri has HSL Secondary enabled. ExtendScript/UXP panels are disabled and LUT or .prproj writes by other processes are detected, so the Lumetri secondary must be keyed in Premiere.
Proposed partial credit
50% grass change in range; 35% skin/dress untouched; 15% HSL Secondary used.
R06.04.02.02-T09 Add a tracked eye light in Final Cut Pro
Original instruction
Final Cut Pro project 'Portrait_Interview' clip 1 (8 s). Add a color adjustment with two shape masks over the eyes, track them with the object tracker, and brighten the irises/catchlights by +0.25 stop with no visible mask edges. Export out/eyelight.mov.
- Platforms
mac· macOS- Applications
- Final Cut Pro
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryclick· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Per frame GT eye masks gain 0.15–0.35 stop; face skin outside 1.5× eye boxes gain ≤ 0.03; masks follow eyes (gain centroid within 15 px of GT eye centers ≥ 95% frames); no edge ring (gradient check). Final Cut Pro has no scripting API and any FCPXML or LUT written on the VM is detected, so the tracked masks must be built in the GUI.
Proposed partial credit
35% eye gain; 25% skin unchanged; 30% tracking; 10% soft edges.
R06.04.02.02-T10 Separate a subject with Magic Mask and cool the background
Original instruction
In DaVinci Resolve Studio, timeline 'Skate_Park' shot 1 (6 s). Use Magic Mask (person) to isolate the skater, refine it on failing frames, then desaturate the background by 40% and cool it by about 500 K while the skater stays untouched. Render out/skate_mask.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve Studio
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickpath· Continuous pathvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Per frame: implied mask (pixels whose color changed < 1 ΔE) vs GT skater mask IoU ≥ 0.9 on ≥ 95% frames; background chroma −30 to −50%; background b* shift −3 to −8; skater ΔE2000 ≤ 1. Magic Mask node present. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
45% mask quality across frames; 30% background grade; 15% skater untouched; 10% Magic Mask node.
R06.04.02.02-T11 Recover a hot sky with a gradient window and luma key
Original instruction
Resolve timeline 'Desert_Road' shot 3 has a near-clipped sky. Using a gradient window combined with a luminance qualifier, pull down highlights in the sky only to recover cloud detail; the road and car must not change. Render out/desert_sky.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryclick· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
GT sky mask: 99th percentile luma drops ≥ 8% and local contrast (cloud std) increases ≥ 30%; GT road/car masks ΔE2000 ≤ 1.5; no banding (histogram gaps) in sky. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
35% highlights lowered; 30% cloud detail up; 25% road/car unchanged; 10% no banding.
R06.04.02.02-T12 Hit the team's brand blue on jerseys across six shots
Original instruction
Resolve timeline 'Team_Promo' has 6 shots of players in jerseys whose blue drifts by camera. Qualify the jersey blue per shot and adjust so it matches brand blue Lab(32, 10, −52) within ΔE2000 ≤ 3, without changing skin or the pitch. Render out/team_blue.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per shot GT jersey mask median ΔE2000 ≤ 3 to target; skin and grass masks ΔE2000 ≤ 1.5 vs source; per-shot qualifier nodes present. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
60% six shots on brand (10 points each); 30% skin/pitch untouched; 10% qualifier nodes.
R06.04.02.02-T13 Tame a distracting neon sign in the background
Original instruction
Resolve timeline 'Diner_Night' shot 6 (4 s, slow push). A bright pink neon sign in the background pulls focus. Using a tracked window, reduce its luminance by 30% and saturation by 40% without affecting the actors. Render out/diner_sign.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryclick· Point & click- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
GT sign mask: luminance −20 to −40%, chroma −30 to −50% on all frames; actor masks ΔE2000 ≤ 1; window follows sign (≥ 95% frames). Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
50% sign toned down; 30% actors untouched; 20% tracking holds.
R06.04.02.02-T14 Warm skin with Baselight HueAngle and Shapes
Original instruction
In Baselight, scene 'Harbor_Sc' shots 2–5: use a HueAngle keyer combined with a tracked Shape to warm only the lead actor's skin by about +300 K equivalent while the background crowd stays unchanged. Export grades as BLG and render EXRs.
- Platforms
lin· Linuxmac· macOS- Applications
- Baselight
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickgeom· Precise geometryvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro apptutorial· Follow docs/tutorial- Proposed difficulty
- 4 / 5
Proposed verifier
Per shot GT lead-skin mask b* +2 to +6 with L* change ≤ 2; crowd skin masks ΔE2000 ≤ 1.5; BLG shows HueAngle + Shape layers. Baselight's FLAPI scripting is disabled and BLG/grade-file writes by other processes are detected, so grades must be made in the Baselight GUI.
Proposed partial credit
50% lead skin warmed in 4 shots; 30% crowd unchanged; 20% required layers in BLG.
R06.04.02.02-T15 Relight a midday shot toward golden hour with windows and keys
Original instruction
Resolve timeline 'Field_Walk' shot 1 (10 s, slow pan). Make it read as low golden-hour sun from frame left: warm the highlights, add a left-to-right luminance falloff via tracked gradient windows, add warm rim on the subject's left side with a qualifier + window, cool shadows slightly. Render out/golden.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP05· Time-based media- Conditions
long· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Per frame: L* decreases left→right by ≥ 8 across the frame (linear fit); highlights mean b* ≥ +10; shadows mean b* ≤ −2; subject left-edge band L* ≥ right-edge band + 6; effect stable through the pan (window tracking). VLM rubric 10% for plausibility. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
25% luminance falloff; 35% warm highlights and cool shadows; 30% subject rim; 10% VLM plausibility.
R06.04.02.02-T16 Neutralize a phone screen insert with a tracked four-point window
Original instruction
Resolve timeline 'App_Ad' shot 3 shows a hand holding a phone whose screen is too blue. Use a 4-point (polygon) window tracked to the screen corners and correct the screen to the reference UI colors in input/ui_ref.png. Render out/app_screen.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryclick· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
GT screen region (corner-tracked) mean ΔE2000 to reference UI ≤ 3; white UI areas |a*|,|b*| ≤ 2; hand and background ΔE2000 ≤ 1; window corners within 6 px of GT corners on ≥ 95% frames. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
40% screen color corrected; 20% whites neutral; 20% surroundings untouched; 20% window tracking.
R06.04.02.02-T17 Cool only the far background using a depth map
Original instruction
In DaVinci Resolve Studio, timeline 'Alley_Chase' shot 2. Generate a Depth Map node, combine it with a luminance qualifier to isolate the far background shadows, and cool them (b* −4 to −8) while the foreground actors and near walls stay unchanged. Render out/alley_depth.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve Studio
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
GT far-background shadow mask: mean b* shift −4 to −8; GT foreground masks ΔE2000 ≤ 1.5; depth map node present in DRX; transitions smooth (no edge banding). Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
45% far shadows cooled; 35% foreground unchanged; 10% depth node; 10% smooth transitions.
R06.04.02.02-T18 Relight a face through a handheld shot with occlusions
Original instruction
Resolve timeline 'Confession' shot 7 (20 s handheld). Brighten the actress's face +0.4 stop and warm it slightly using a tracked custom window; at 00:00:09–00:00:11 her hand passes in front of the face, so the tracker drifts. Fix the track manually so the effect never lands on the hand or background.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathgeom· Precise geometrynav· Pan/zoom/scrollvis· Visual judgment- Work product
WP05· Time-based media- Conditions
long· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Per frame GT face mask gain 0.3–0.5 stop; GT hand mask gain ≤ 0.05 during occlusion; background outside 1.3× face bbox gain ≤ 0.05; no frame with window centroid > 15% face width off (catches drift). Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
30% face gain; 30% occlusion frames correct; 25% no drift anywhere; 15% background untouched.
R06.04.02.02-T19 Remove magenta neon spill from a face but keep the neon
Original instruction
Resolve timeline 'Club_Sc' shot 2: magenta neon spills onto the lead's face. Using a skin qualifier combined with a tracked window, pull the spill out of the face toward natural skin hue (25–55°) while the neon tubes and wall glow stay magenta. Render out/club_skin.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickgeom· Precise geometryvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
GT face mask mean hue in 25–55° (from ~350°) with L* change ≤ 4; neon/wall GT masks ΔE2000 ≤ 1.5; transition at face edge without magenta/green fringing (edge band hue sanity). Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
50% face spill removed; 30% neon untouched; 20% clean edges.
R06.04.02.02-T20 Execute eight secondary-grade notes on a commercial
Original instruction
Resolve timeline 'Perfume_30' (10 shots) with input/secondary_notes.md listing 8 timecoded secondaries (e.g. 'shot 3: bottle glass more amber', 'shot 6: darken window behind talent 1 stop, tracked', 'shot 9: kill green in hedge'). Execute all eight; untouched regions unchanged. Render out/perfume_sec.mov.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- DaVinci Resolve
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickgeom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP05· Time-based media- Conditions
long· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Each note has a GT target mask and predicate (hue shift range, stop change, chroma reduction) checked per frame; outside each note's mask ΔE2000 ≤ 1.5 vs v1; score = notes passed on ≥ 95% frames. Resolve scripting (Console and external API) is disabled and any LUT/DRX/CDL file written on the VM is detected, so grades must be built with the GUI controls.
Proposed partial credit
80% eight notes (10 points each); 20% untouched regions unchanged.
Mapped research references
No benchmark reference is assigned to this class in the current mapping.